They're the cheapest weapons I don't own. I'm also missing the UHHHH, Unarmed Combat, Sharp Dresser and the Apoco-fists, but those are hella-expensive and I want to finally save up for a cheap soldier medal to go with my FDU. Depending on the price of a strange Soda Popper and Backscratcher I might buy them in strange myself, but I'll just give a scrap or a wep for any of these.

They're the cheapest weapons I don't own. I'm also missing the UHHHH, Unarmed Combat, Sharp Dresser and the Apoco-fists, but those are hella-expensive and I want to finally save up for a cheap soldier medal to go with my FDU.

They're the cheapest weapons I don't own. I'm also missing the UHHHH, Unarmed Combat, Sharp Dresser and the Apoco-fists, but those are hella-expensive and I want to finally save up for a cheap soldier medal to go with my FDU. Depending on the price of a strange Soda Popper and Backscratcher I might buy them in strange myself, but I'll just give a scrap or a wep for any of these.

Think I have a backscratcher you can have, but it'll have to wait 'til I get home.

Hi! I have encountered that alot of servers has removed the penalty of a long respawn time. I would like to ask you guys opinon on that. Is respawn time nececcary, or does it not affect gameplay at all?

Hi! I have encountered that alot of servers has removed the penalty of a long respawn time. I would like to ask you guys opinon on that. Is respawn time nececcary, or does it not affect gameplay at all?

It's hugely necessary on KotH and A/D. On CTF it's only a tad important, and on CPs it's mildly important in that it means that the normally slow-spawning losers will just respawn and recap the point, leaving the game in a nearly endless tug-o'-war.

Hi! I have encountered that alot of servers has removed the penalty of a long respawn time. I would like to ask you guys opinon on that. Is respawn time nececcary, or does it not affect gameplay at all?

Of course it does. If you team captures a control point, it will reduce you respawn time and increase it for the enemy. This is to make sure that 5cp maps don't end up in stalemates and A/D maps aren't complete shit by giving the attackers a chance to actually cap the point while the enemy team is dead.

It's hugely necessary on KotH and A/D. On CTF it's only a tad important, and on CPs it's mildly important in that it means that the normally slow-spawning losers will just respawn and recap the point, leaving the game in a nearly endless tug-o'-war.

But dying to bullshit is that much more infuriating when you cant respawn.

What this guy said. I'm here to play a game, not sit and watch OTHER people play games. I mean yeah I know that drives home the "Play better, lol" point, but, sometimes shit happens, and when that shit happens I prefer just respawning in a few seconds rather than waiting for 5 minutes. Watching everyone else have fun.

From a competitive standpoint, Arena has its purpose, but I'm not that competitive

According to wiki the only advantage you get is having you team's cart pushed slightly forward from it's starting position in the next round. The respawn time is still important because the terminus is very close by the enemy's spawn point.

PLR is only partly necessary. In virtually all non-stage 3 maps/sections, the cap for each team is at the enemy team spawn. Having insta-spawn makes it harder to cap it without a full-on assault, but as the cart moves itself forward in overtime it's sort of counteracted. This does mean, however, that in most games you'll have to wait an entire round just to advance one stage in the event of an at least decent defence.

But dying to bullshit is that much more infuriating when you cant respawn.

That's why I said with the right people. And preferable on a server with crits off. Sure if you play on a random crits server with people who play as engineer, pyro or heavy then it's no fun. Each team also should have the same amount of medics or else the team with the medic has basicly won already.